One Unique Thing
I was the subject of secret magical experiments conducted by followers of the Archmage.

Backgrounds

Survivor

1

Captive of the Archmage

2

Refugee

2

Pickpocket

2

Arsonist

1

Icon Relationships

Elf Queen

Positive

2

Archmage

Conflicted

1

Great Gold Wyrm

Positive

1

Equipment
Light Armor
Shortsword
2 Knives

Attacks

Attack

Mod

Dmg

Miss

Basic Melee Attack

+5

Weapon+1

5

Basic Ranged Attack

+5

Weapon+0

0

Racial Power
Highblood Teleport

Class Features

Access to Wizardry

Starting 3rd level, can take a wizard spell in place of sorcerer spell 2 levels higher

Dancing Lights

Can cast dancing lights as a standard action

Gather Wild Magic

After initiative, can spend a standard action to gather power to cast double-strength spell next action & roll on Wild Magic feat chart (13th Age Monthly, 7 Icon Campaign)

Chain

When getting a natural even attack roll, can roll an attack on a different enemy within range (each enemy can only be targeted once

Breath Weapon

After using a breath weapon, can re-roll to determine if it can be used again that battle

Random Energy

Roll a d4 on the Random Energy chart to determine type of damage

Talents

Spell Fist

You can use ranged spells while engaged without taking opportunity attacks

Metallic Protector Heritage

When you gather power and your chaotic benefit increases your defenses, you can choose one nearby ally to gain the same defense bonus.

Gather Wild Magic

Replaces Gather Power feature

Powers & Spells

Attack

Target

Frequency

Mod

Dmg

Miss

Burning Hands Level 5

Up to 2 nearby enemies

At-Will

+9 vs PD

2d8+6 fire

0

Lightning Fork Level 5

One nearby enemy/chain spell

Recharge 16+ after battle

+9 vs PD

6d10+6 lightning

half

Chaos Bolt Level 5

One nearby or far away enemy

At-Will

+9 vs PD

5d8+6 random

5

Chaos Chart: 1-Cold 2-Fire 3-Lightning 4-Thunder

Breath of the White Dragon Level 5

1d2 nearby enemies in a group/breath weapon

Daily

+9 vs PD

4d10+6 cold

half

Scorching Ray Level 5

One nearby enemy

At-Will

+9 vs PD

4d6+6 fire; natural attack roll is even, 2d6 ongoing fire

5

Breath of the Green Level 5

1d4 nearby enemies in a group/breath weapon

Daily

+9 vs PD

31 ongoing poison

10 ongoing poison

Breath of the Black Level 5

One nearby enemy/breath weapon

Daily

+9 vs MD

10d6+6 acid + 20 ongoing acid

10 ongoing acid

Feats

Metallic Protector Heritage

Adventurer

Gain resist energy 12+ for rest of battle as a quick action. You choose type

Chaos Bolt

Adventurer

Do not take the -2 penalty to attack enemies far away

Burning Hands

Adventurer

When you miss with burning hands, you deal fire damage to the target equal to each damage die that rolled its maximum possible result

Lightning Fork

Champion

If you miss all targets with Lightning fork, you don’t expend it

Spell Fist

Adventurer

When you miss with a sorcerer spell against an enemy you are engaged with, add your Chrarisma modifier to the damage you deal. At 5th level, add double your Charisma modifier; at 8th level, triple it.

Items

Manual of Enlightened Flesh
This oddly worded tome spells out new ways of thinking about bodily motion, posture, reflexes, metabolism, and more. Those who can discern its true meaning learn to move and act physically with greater agility and precision. You gain a +2 bonus to all skill checks based on Str, Con, or Dex. Quirk: When the opportunity to do something physical presents itself, you have the urge to do it. If you see a gap you might be able to jump across, you want to jump it. If there’s a river, you want to swim across it and back. If there’s a rock wall, you want to climb it. An iron bar set in the wall? Chin-ups. If you don’t occasionally give in, the book will become cross with you. Why does it go to the trouble of teaching you these marvelous techniques if you don’t use them??

Lithias the Not-Here (Sash):
Once per day as a move action, the wearer of this enchanted sash can teleport anywhere nearby he or she can see.Quirk: You become a loner, distancing yourself from others emotionally and — as much as possible — physically.

Star’s Triumph
Bonus to attack and damage: +1 / +2 / +3
This short sword doubles as a magical implement — add the item bonus to hit and damage to arcane spells that you cast. Casting a ranged spell while engaged does not provoke attacks, provided at least one of the targets of your spell is an enemy that you are engaged with.Quirk – You are obsessed with reaching the Overworld, and perhaps beyond.